3 // SuperTux - A Jump'n Run
4 // Copyright (C) 2003 Tobias Glaesser <tobi.web@gmx.de>
6 // This program is free software; you can redistribute it and/or
7 // modify it under the terms of the GNU General Public License
8 // as published by the Free Software Foundation; either version 2
9 // of the License, or (at your option) any later version.
11 // This program is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with this program; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
32 // behavior definitions:
33 #define TILES_FOR_BUTTJUMP 3
34 // animation times (in ms):
35 #define SHOOTING_TIME 320
37 #define AUTOSCROLL_DEAD_INTERVAL 300
41 Sprite* smalltux_gameover;
42 Sprite* smalltux_star;
43 Sprite* largetux_star;
44 Sprite* growingtux_left;
45 Sprite* growingtux_right;
47 PlayerSprite smalltux;
48 PlayerSprite largetux;
54 PlayerKeymap::PlayerKeymap()
56 keymap.jump = SDLK_UP;
57 keymap.duck = SDLK_DOWN;
58 keymap.left = SDLK_LEFT;
59 keymap.right = SDLK_RIGHT;
60 keymap.fire = SDLK_LCTRL;
63 void player_input_init(player_input_type* pplayer_input)
65 pplayer_input->down = UP;
66 pplayer_input->fire = UP;
67 pplayer_input->left = UP;
68 pplayer_input->old_fire = UP;
69 pplayer_input->right = UP;
70 pplayer_input->up = UP;
71 pplayer_input->old_up = UP;
74 Player::Player(DisplayManager& display_manager)
76 display_manager.add_drawable(this, LAYER_OBJECTS-1); // for tux himself
77 display_manager.add_drawable(this, LAYER_OBJECTS+1); // for the arm
88 holding_something = false;
94 got_power = NONE_POWER;
98 previous_base = old_base = base;
106 fall_mode = ON_GROUND;
114 player_input_init(&input);
116 invincible_timer.init(true);
117 skidding_timer.init(true);
118 safe_timer.init(true);
119 frame_timer.init(true);
120 kick_timer.init(true);
121 shooting_timer.init(true);
122 growing_timer.init(true);
128 Player::key_event(SDLKey key, int state)
130 if(key == keymap.right)
135 else if(key == keymap.left)
140 else if(key == keymap.jump)
145 else if(key == keymap.duck)
150 else if(key == keymap.fire)
162 Player::level_begin()
166 previous_base = old_base = base;
171 player_input_init(&input);
173 invincible_timer.init(true);
174 skidding_timer.init(true);
175 safe_timer.init(true);
176 frame_timer.init(true);
177 growing_timer.init(true);
183 Player::action(float elapsed_time)
185 bool jumped_in_solid = false;
187 if(dying && !dying_timer.check()) {
192 if (input.fire == UP)
193 holding_something = false;
196 previous_base = base;
198 /* --- HANDLE TUX! --- */
199 if(dying == DYING_NOT)
202 physic.apply(elapsed_time, base.x, base.y);
204 if(dying == DYING_NOT)
206 base_type target = base;
208 collision_swept_object_map(&old_base, &base);
210 if ((!invincible_timer.started() && !safe_timer.started())
211 && (isspike(base.x, base.y) || isspike(base.x + base.width, base.y)
212 || isspike(base.x, base.y + base.height)
213 || isspike(base.x + base.width, base.y + base.height)))
218 // Don't accelerate Tux if he is running against a wall
219 if (target.x != base.x)
221 physic.set_velocity_x(0);
224 // special exception for cases where we're stuck under tiles after
225 // being ducked. In this case we drift out
226 if(!duck && on_ground() && old_base.x == base.x && old_base.y == base.y
227 && collision_object_map(base))
229 base.x += elapsed_time * WALK_SPEED * (dir ? 1: -1);
230 previous_base = old_base = base;
236 physic.enable_gravity(true);
240 physic.set_velocity_y(0);
241 jumped_in_solid = true;
247 if (physic.get_velocity_y() < 0)
249 base.y = (int)(((int)base.y / 32) * 32);
250 physic.set_velocity_y(0);
253 physic.enable_gravity(false);
254 /* Reset score multiplier (for multi-hits): */
255 if (!invincible_timer.started())
256 player_status.score_multiplier = 1;
261 if (isbrick(base.x, base.y) ||
262 isfullbox(base.x, base.y))
264 World::current()->trygrabdistro(base.x, base.y - 32,BOUNCE);
265 World::current()->trybumpbadguy(base.x, base.y - 64);
267 World::current()->trybreakbrick(base.x, base.y, size == SMALL);
269 bumpbrick(base.x, base.y);
270 World::current()->tryemptybox(base.x, base.y, RIGHT);
273 if (isbrick(base.x+ 31, base.y) ||
274 isfullbox(base.x+ 31, base.y))
276 World::current()->trygrabdistro(base.x+ 31, base.y - 32,BOUNCE);
277 World::current()->trybumpbadguy(base.x+ 31, base.y - 64);
280 World::current()->trybreakbrick(base.x+ 31, base.y, size == SMALL);
282 bumpbrick(base.x+ 31, base.y);
283 World::current()->tryemptybox(base.x+ 31, base.y, LEFT);
295 /* Make sure jumping is off. */
301 /* ---- DONE HANDLING TUX! --- */
304 skidding_timer.check();
305 invincible_timer.check();
313 return ( issolid(base.x + base.width / 2, base.y + base.height) ||
314 issolid(base.x + 1, base.y + base.height) ||
315 issolid(base.x + base.width - 1, base.y + base.height) );
319 Player::under_solid()
321 return ( issolid(base.x + base.width / 2, base.y) ||
322 issolid(base.x + 1, base.y) ||
323 issolid(base.x + base.width - 1, base.y) );
327 Player::tiles_on_air(int tiles)
329 for(int t = 0; t != tiles; t++)
331 if(issolid(base.x + base.width / 2, base.y + base.height + (tiles*32)) ||
332 issolid(base.x + 1, base.y + base.height + (tiles*32)) ||
333 issolid(base.x + base.width - 1, base.y + base.height + (tiles*32)))
340 Player::handle_horizontal_input()
342 float vx = physic.get_velocity_x();
343 float vy = physic.get_velocity_y();
344 float ax = physic.get_acceleration_x();
345 float ay = physic.get_acceleration_y();
348 if(input.left == DOWN && input.right == UP && (!duck || physic.get_velocity_y() != 0)) {
352 } else if(input.left == UP && input.right == DOWN && (!duck || physic.get_velocity_y() != 0)) {
358 if (input.fire == UP) {
359 ax = dirsign * WALK_ACCELERATION_X;
361 if(vx >= MAX_WALK_XM && dirsign > 0) {
364 } else if(vx <= -MAX_WALK_XM && dirsign < 0) {
369 ax = dirsign * RUN_ACCELERATION_X;
371 if(vx >= MAX_RUN_XM && dirsign > 0) {
374 } else if(vx <= -MAX_RUN_XM && dirsign < 0) {
380 // we can reach WALK_SPEED without any acceleration
381 if(dirsign != 0 && fabs(vx) < WALK_SPEED) {
382 vx = dirsign * WALK_SPEED;
385 // changing directions?
386 if(on_ground() && ((vx < 0 && dirsign >0) || (vx>0 && dirsign<0))) {
387 if(fabs(vx)>SKID_XM && !skidding_timer.check()) {
388 skidding_timer.start(SKID_TIME);
389 play_sound(sounds[SND_SKID], SOUND_CENTER_SPEAKER);
396 // we get slower when not pressing any keys
398 if(fabs(vx) < WALK_SPEED) {
402 ax = WALK_ACCELERATION_X * 1.5;
404 ax = WALK_ACCELERATION_X * -1.5;
408 // if we're on ice slow down acceleration or deceleration
409 if (isice(base.x, base.y + base.height))
411 /* the acceleration/deceleration rate on ice is inversely proportional to
412 * the current velocity.
415 // increasing 1 will increase acceleration/deceleration rate
416 // decreasing 1 will decrease acceleration/deceleration rate
417 // must stay above zero, though
418 if (ax != 0) ax *= 1 / fabs(vx);
421 physic.set_velocity(vx, vy);
422 physic.set_acceleration(ax, ay);
426 Player::handle_vertical_input()
430 fall_mode = ON_GROUND;
431 last_ground_y = base.y;
433 if(base.y > last_ground_y)
435 else if(fall_mode == ON_GROUND)
440 if(input.up == DOWN && can_jump && on_ground())
442 if(duck) { // only jump a little bit when in duck mode {
443 physic.set_velocity_y(3);
445 // jump higher if we are running
446 if (fabs(physic.get_velocity_x()) > MAX_WALK_XM)
447 physic.set_velocity_y(5.8);
449 physic.set_velocity_y(5.2);
456 play_sound(sounds[SND_JUMP], SOUND_CENTER_SPEAKER);
458 play_sound(sounds[SND_BIGJUMP], SOUND_CENTER_SPEAKER);
460 // Let go of jump key
461 else if(input.up == UP && jumping && physic.get_velocity_y() > 0)
464 physic.set_velocity_y(0);
467 /* In case the player has pressed Down while in a certain range of air,
468 enable butt jump action */
469 if (input.down == DOWN && !butt_jump)
470 if(tiles_on_air(TILES_FOR_BUTTJUMP))
473 /* When Down is not held anymore, disable butt jump */
474 if(butt_jump && input.down == UP)
477 if (butt_jump && on_ground() && size == BIG)
479 if(World::current()->trybreakbrick(base.x, base.y + base.height, false)
480 || World::current()->trybreakbrick(
481 base.x + base.width, base.y + base.height, false)) {
482 // make tux jumping a little bit again after breaking the bricks
483 physic.set_velocity_y(2);
485 // butt_jump = false; // comment this, in case you won't to disable the continued use of buttjump
488 if ( (issolid(base.x + base.width / 2, base.y + base.height + 64) ||
489 issolid(base.x + 1, base.y + base.height + 64) ||
490 issolid(base.x + base.width - 1, base.y + base.height + 64))
494 && input.old_up == UP)
499 if(on_ground()) /* Make sure jumping is off. */
502 input.old_up = input.up;
506 Player::handle_input()
508 /* Handle horizontal movement: */
509 handle_horizontal_input();
513 if (on_ground() && input.up == UP)
515 handle_vertical_input();
518 if (input.fire == DOWN && input.old_fire == UP && got_power != NONE_POWER)
520 if(World::current()->add_bullet(Vector(base.x, base.y + (base.height/2)),
521 physic.get_velocity_x(), dir))
522 shooting_timer.start(SHOOTING_TIME);
523 input.old_fire = DOWN;
526 /* tux animations: */
527 if(!frame_timer.check())
529 frame_timer.start(25);
530 if (input.right == UP && input.left == UP)
537 if ((input.fire == DOWN && (global_frame_counter % 2) == 0) ||
538 (global_frame_counter % 4) == 0)
539 frame_main = (frame_main + 1) % 4;
549 if (input.down == DOWN && size == BIG && !duck && physic.get_velocity_y() == 0 && on_ground())
554 // changing base size confuses collision otherwise
555 old_base = previous_base = base;
557 else if(input.down == UP && size == BIG && duck)
559 // try if we can really unduck
562 // when unducking in air we need some space to do so
563 if(on_ground() || !collision_object_map(base)) {
565 // changing base size confuses collision otherwise
566 old_base = previous_base = base;
568 // undo the ducking changes
576 Player::grow(bool animate)
586 growing_timer.start((int)((growingtux_left->get_frames() / growingtux_left->get_fps()) * 1000));
588 old_base = previous_base = base;
592 Player::grabdistros()
597 World::current()->trygrabdistro(base.x, base.y, NO_BOUNCE);
598 World::current()->trygrabdistro(base.x+ 31, base.y, NO_BOUNCE);
600 World::current()->trygrabdistro(base.x, base.y + base.height, NO_BOUNCE);
601 World::current()->trygrabdistro(base.x+ 31, base.y + base.height, NO_BOUNCE);
605 World::current()->trygrabdistro(base.x, base.y + base.height / 2, NO_BOUNCE);
606 World::current()->trygrabdistro(base.x+ 31, base.y + base.height / 2, NO_BOUNCE);
611 /* Enough distros for a One-up? */
612 if (player_status.distros >= DISTROS_LIFEUP)
614 player_status.distros = player_status.distros - DISTROS_LIFEUP;
615 if(player_status.lives < MAX_LIVES)
616 ++player_status.lives;
617 /*We want to hear the sound even, if MAX_LIVES is reached*/
618 play_sound(sounds[SND_LIFEUP], SOUND_CENTER_SPEAKER);
623 Player::draw(Camera& viewport, int layer)
625 PlayerSprite* sprite;
629 else if (got_power == FIRE_POWER)
631 else if (got_power == ICE_POWER)
636 Vector pos = viewport.world2screen(Vector(base.x, base.y));
638 if(layer == LAYER_OBJECTS + 1) {
639 // Draw arm overlay graphics when Tux is holding something
640 if ((holding_something && physic.get_velocity_y() == 0) || shooting_timer.check() && !duck)
643 sprite->grab_right->draw(pos);
645 sprite->grab_left->draw(pos);
648 // Draw blinking star overlay
649 if (invincible_timer.started() &&
650 (invincible_timer.get_left() > TUX_INVINCIBLE_TIME_WARNING || global_frame_counter % 3))
652 if (size == SMALL || duck)
653 smalltux_star->draw(pos);
655 largetux_star->draw(pos);
661 if (!safe_timer.started() || (global_frame_counter % 2) == 0)
663 if (dying == DYING_SQUISHED)
665 smalltux_gameover->draw(pos);
669 if(growing_timer.check())
672 growingtux_right->draw(pos);
674 growingtux_left->draw(pos);
676 else if (duck && size != SMALL)
679 sprite->duck_right->draw(pos);
681 sprite->duck_left->draw(pos);
683 else if (skidding_timer.started())
686 sprite->skid_right->draw(pos);
688 sprite->skid_left->draw(pos);
690 else if (kick_timer.started())
693 sprite->kick_right->draw(pos);
695 sprite->kick_left->draw(pos);
697 else if (physic.get_velocity_y() != 0)
700 sprite->jump_right->draw(pos);
702 sprite->jump_left->draw(pos);
706 if (fabsf(physic.get_velocity_x()) < 1.0f) // standing
709 sprite->stand_right->draw(pos);
711 sprite->stand_left->draw(pos);
716 sprite->walk_right->draw(pos);
718 sprite->walk_left->draw(pos);
725 fillrect(base.x - viewport.get_translation().x,
726 base.y - viewport.get_translation().y,
727 base.width, base.height, 75,75,75, 150);
731 Player::collision(const MovingObject& other, int collision_type)
734 (void) collision_type;
735 // will be implemented later
739 Player::collision(void* p_c_object, int c_object)
741 BadGuy* pbad_c = NULL;
742 Trampoline* ptramp_c = NULL;
743 FlyingPlatform* pplatform_c = NULL;
748 pbad_c = (BadGuy*) p_c_object;
750 /* Hurt player if he touches a badguy */
751 if (!pbad_c->dying && !dying &&
752 !safe_timer.started() &&
753 pbad_c->mode != BadGuy::HELD)
755 if (pbad_c->mode == BadGuy::FLAT && input.fire == DOWN
756 && !holding_something)
758 holding_something = true;
759 pbad_c->mode = BadGuy::HELD;
762 else if (pbad_c->mode == BadGuy::FLAT)
764 // Don't get hurt if we're kicking a flat badguy!
766 else if (pbad_c->mode == BadGuy::KICK)
768 /* Hurt if you get hit by kicked laptop: */
769 if (!invincible_timer.started())
776 else if (pbad_c->frozen_timer.check() && (pbad_c->kind == BAD_MRBOMB
777 || pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FISH
778 || pbad_c->kind == BAD_SPIKY))
782 if (!invincible_timer.started())
791 player_status.score_multiplier++;
796 ptramp_c = (Trampoline*) p_c_object;
798 // Pick up trampoline
799 if (ptramp_c->mode != Trampoline::M_HELD && input.fire == DOWN && !holding_something && on_ground())
801 holding_something = true;
802 ptramp_c->mode = Trampoline::M_HELD;
803 ptramp_c->base.y -= 8;
805 // Set down trampoline
806 else if (ptramp_c->mode == Trampoline::M_HELD && input.fire != DOWN)
808 holding_something = false;
809 ptramp_c->mode = Trampoline::M_NORMAL;
810 ptramp_c->base.y += 8;
811 ptramp_c->physic.set_velocity(physic.get_velocity_x(), physic.get_velocity_y());
814 // ptramp_c->base.x = base.x + base.width+1;
816 // ptramp_c->base.x = base.x - base.width-1;
819 // Don't let tux walk through trampoline
820 else if (ptramp_c->mode != Trampoline::M_HELD && on_ground())
822 if (physic.get_velocity_x() > 0) // RIGHT
824 physic.set_velocity_x(0);
825 base.x = ptramp_c->base.x - base.width;
827 else if (physic.get_velocity_x() < 0) // LEFT
829 physic.set_velocity_x(0);
830 base.x = ptramp_c->base.x + ptramp_c->base.width;
835 case CO_FLYING_PLATFORM:
836 pplatform_c = (FlyingPlatform*) p_c_object;
838 base.y = pplatform_c->base.y - base.height;
839 physic.set_velocity_x(pplatform_c->get_vel_x());
841 physic.enable_gravity(false);
843 fall_mode = ON_GROUND;
855 Player::kill(HurtMode mode)
860 play_sound(sounds[SND_HURT], SOUND_CENTER_SPEAKER);
862 physic.set_velocity_x(0);
864 if (mode == SHRINK && size == BIG)
866 if (got_power != NONE_POWER)
868 got_power = NONE_POWER;
876 safe_timer.start(TUX_SAFE_TIME);
880 physic.enable_gravity(true);
881 physic.set_acceleration(0, 0);
882 physic.set_velocity(0, 7);
883 --player_status.lives;
884 dying = DYING_SQUISHED;
885 dying_timer.start(3000);
889 /* Remove Tux's power ups */
891 Player::remove_powerups()
893 got_power = NONE_POWER;
899 Player::move(const Vector& vector)
903 old_base = previous_base = base;
907 Player::check_bounds(Camera& viewport)
909 /* Keep tux in bounds: */
911 { // Lock Tux to the size of the level, so that he doesn't fall of
916 /* Keep in-bounds, vertically: */
917 if (base.y > World::current()->get_level()->height * /*TILE_HEIGHT*/ 32)
924 // can happen if back scrolling is disabled
925 if(base.x < viewport.get_translation().x) {
926 base.x = viewport.get_translation().x;
929 if(base.x >= viewport.get_translation().x + screen->w - base.width) {
930 base.x = viewport.get_translation().x + screen->w - base.width;
936 if(collision_object_map(base)) {